angular-three | 🧊 THREE.js integration for Angular 🧊 | Frontend Framework library
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kandi X-RAY | angular-three Summary
🧊 THREE.js integration for Angular 🧊
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QUESTION
I was looking at the source code of an angular repository and stumbled upon a line of code that uses multiple type assertions.
The code looks kinda like this one, it uses 2 type assertion: unknown
and Record
ANSWER
Answered 2022-Feb-20 at 03:05You use type assertions too narrow down the type of a value so you can use it. This is known as double assertion.
The assertion from type S to T succeeds if either S is a subtype of T or T is a subtype of S.
Since we are unsure of the shape of the window
object we cannot be sure that we can check that the ResizeObserver
property has a value other than null.
So we can cast it to unknown, because anything can be assigned to unknown.
And because anything can be assigned to unknown we now have free range to shape the object how we want in order to satisfy our conditional. Since we need to check that a properties value is not null, we can simply use Record
We end up with:
QUESTION
Coded using:
- Using ThreeJS v0.130.1
- Framework: Angular 12, but that's not relevant to the issue.
- Testing on Chrome browser.
I am building an application that gets more than 100K points. I use these points to render a THREE.Points object on the screen.
I found that default THREE.PointsMaterial does not support lighting (the points are visible with or without adding lights to the scene).
So I tried to implement a custom ShaderMaterial. But I could not find a way to add lighting to the rendered object.
Here is a sample of what my code is doing: Sample App on StackBlitz showing my current attempt In this code, I am using sample values for point cloud data, normals and color but everything else is similar to my actual application. I can see the 3D object, but need more proper lighting using normals.
I need help or guidance to implement the following:
Add lighting to custom shader material. I have Googled and tried many things, no success so far.
Using normals, show the effects of lighting (In this sample code, the normals are fixed to Y-axis direction, but I am calculating them based on some vector logic in actual application). So calculating normals is already done, but I want to use them to show light shine/shading effect in the custom shader material.
And in this sample, color attribute is set to fixed red color, but in actual application I am able to apply colors using UV range from a texture to color attribute.
Please advise how/if I can get lighting based on normals for Point Cloud. Thanks.
Note: I looked at this Stackoveflow question but it only deals with changing the alpha/transparency of points and not lighting.
...ANSWER
Answered 2021-Aug-12 at 20:02Adding lighting to a custom material is a very complex process. Especially since you could use Phong, Lambert, or Physical lighting methods, and there's a lot of calculations that need to pass from the vertex to the fragment shader. For instance, this segment of shader code is just a small part of what you'd need.
Instead of trying to re-create lighting from scratch, I recommend you create a PlaneGeometry
with the material you'd like (Phong, Lambert, Physical, etc...) and use an InstancedMesh
to create thousands of instances, just like in this example.
Based on that example, the pseudo-code of how you could achieve a similar effect is something like this:
QUESTION
Is there a way to preview a .gltf (3D) file from an input type file? I tried to upload the 3D file but nothing appears to me. Does anyone know if it is possible to solve my problem? I've tested everything but I still haven't got any results. glTF needs to be "converted" before it can be displayed.
Thank you
HTML
...ANSWER
Answered 2020-Oct-26 at 15:28The three.js editor does support this use case. The idea is to use the FileReader
API. For loading a glb
file, the code would look like so:
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